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I'm definitely interested in trying out your suggestion because even tho this change would probably make the AI less lethal, it would change its behavior so much that it would definitely make the experience new and interesting (at least for our playgroup).
Unfortunately there's nothing much I can do with AI swapping to whatever the 'greatest threat' based on proximity. I have only come up with one solution, other than overhaul the whole value system. Which if implemented, when playing with mods, the AI target vanilla weapons rather than modded ones. This solution will have AI target lower value parts which includes weapons. However, the possible drawback it may target all the weapons on the target rather than aim for exposed control rooms and reactors.
I would like to hear yours or any others opinion whether i should implement the solution above, it would probably only affect the targetter AI for now.
I'd like to suggest that the AI would choose it's target based on the effectiveness of the enemy ships' weaponry. What I mean is that the AI should measure the value of the weapons installed on the player ships while multiplying those values based on those weapons' effective range in conjuncture to the current distance between itself and the player ship.
This would hopefully make the AI behave so, that it would try to focus down the greatest threat to it at any given time. For example if another ship closes in after looping around, it would turn to face it if it comes close enough for its weapons to be a greater threat than it's current target. Or whenever it's current target's weapons get destroyed, it would switch to another ship which still has its weapons online.
I look forward to hearing what you think about this suggestion and hope to see it implemented.
Thank you again for your good work :)
After further testing, it seems the AI targets ships with more guns than perhaps size and distance. Though I'm unsure really.